Chapter 6. Animation

This chapter describes various ways to animate objects using Cg. It has the following five sections:

  • Movement in Time introduces the concept of animation.

  • A Pulsating Object shows a vertex program that periodically displaces an object’s surface outward, in the direction of its normal vectors.

  • Particle Systems describes how to use a physically based simulation to create a particle system, with all the calculations done by the GPU.

  • Key-Frame Interpolation explains key-frame animation, in which a vertex program animates an object by interpolating between different object poses.

  • Vertex Skinning explains how to displace vertices based on multiple weighted control matrices for more dynamic control in character animation.

Movement ...

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